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SvOlli

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About SvOlli

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    Hannover, Germany

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  1. I've been using the UnoCart 2600 the last couple of months. Best of all: it's Open Source, so if something doesn't work, it's rather easy to update the code. But that's not necessary for 3E, because even Bad Apple works like a charm on it. If you send me a test-case I can doublecheck this for you. Edit: the reset button approch does not work out of the box, but you can go for a Wi-Fi sdcard to upload your stuff. Then it'll be poweroff/-on, hit Firebutton or game reset, if it's the only file on the cart. There's a thread about this here somewhere...
  2. You might want to check this: https://github.com/sa666666/krokcom
  3. Well, I get this from taking a look at the wiring: by pressing select on a Genesis pad, you short pins 7 and 8, which are +5V and GND on a 2600. But "select" isn't a button, but a way for the Generis to select which buttons to check. So if I read the table correctly it's Button "B", since select is +5V on the 2600. Button "C" on the Genesis pad is connected to one of the paddles potentiometers. 2600 controller pinout Genesis controller pinout
  4. I've wriiten a tool that should be able to create a .png file containing the palette. The option you're looking for is "-mi": https://git.h8u.de/Atari_2600_Tools/png2vcs Hope this helps.
  5. Well, maybe someone else here can verify it. There are three game that use the same configuration, three parts in one file: Dragonstomper, Survival Island and Party Mix. I'm on vacation right now, so I don't have access to a Harmony right now (and I suck at most Supercharger games).
  6. In the ROMHunter archives there is a Dragonstomper as a single 25344 bytes file. Test this with Harmony. You should test at least until it loads part 2. If this succeeds, you should be save. If it works, you can order this in the store as a custom cart. Note that you need the Melody board for this to work.
  7. Today, designing a chip is much more expensive than just using an average ARM SoC and do what the chip does in software.
  8. Hello! During my research on the 6591 I tore down a TV Boy II, since I couldn't find any image from below the shielding. Here they are. Quite to my surprise it utilizes a different solution than the 6591 chip that I expected. See attached images.
  9. The 32 bytes demos was what came to my mind when I was toying around with the "Startup Values" cart on different hardware. But since we used that trick not do clean up RAM (that wasn't used anyway), but only to clean up the TIA, it would have worked in far more than 99% of my tests, since the SP would have to be less than $27 and A would have to have the top bit set to leave an unexpected mark. And even in this case you would just wonder and turn it off and on again. But the only thing that I found "stable" after a reset was that the interrupt disable flag was set. BTW: Omegamatrix, would you care to update "Startup Values" with dumping out RIOT's I/O as well?
  10. I also hacked up a an upgraded version that can access an audio device directly using the library portaudio. The source code is available at https://git.h8u.de/Atari_2600_Tools/makewav . Binary versions are still on the todo-list, as are a manual page and other smaller things for a better quality Debian/Ubuntu-package. If someone needs a binary for Windows, Mac or a Debian/Ubuntu package for any distribution, send me a PM.
  11. Small additions. Here's this pinout, as I could figure it out so far as ASCII art: ___ ___ A4 C : 1 -| V |- 48: C A3 A5 C : 2 -| |- 47: C A2 A6 C : 3 -| |- 46: C A1 A7 C : 4 -| |- 45: C A0 A8 C : 5 -| |- 44: A VCC A9 C : 6 -| |- 43: A GND DIFFICULTY P0 PB7 R : 7 -| |- 42: C A12 DIFFICULTY P1 PB6 R : 8 -| |- 41: C A11 GAME SELECT PB1 R : 9 -| |- 40: C A10 GAME RESET PB0 R :10 -| |- 39: C D0 P0 LEFT PA7 R :11 -| 6 |- 38: C D1 P0 RIGHT PA6 R :12 -| 5 |- 37: C D2 P0 DOWN PA5 R :13 -| 9 |- 36: C D3 P0 UP PA4 R :14 -| 1 |- 35: C D4 :15 -| |- 34: C D5 P1 LEFT PA3 R :16 -| |- 33: P1 RIGHT PA2 R :17 -| |- 32: C D6 P1 DOWN PA1 R :18 -| |- 31: C D7 P1 UP PA0 R :19 -| |- 30: A GND AUDIO T :20 -| |- 29: T VIDEO CHROMA :21 -| |- 28: A VCC P0 FIRE INPT4 T :22 -| |- 27: T VIDEO LUMA P1 FIRE INPT5 T :23 -| |- 26: C /RESET :24 -|_______|- 25: T CLK The external functions are added, and the IDs should explain themselves. The single letter is the component which typically drives this pin. [C]PU, [R]IOT, [T]IA, [A]LL (for power). Another thing that I forget in the last post was that I've encountered three different numbers for 2600 SoCs so far. 6591, 6592 and 8591. My guess is that 6591 and 6592 generate different TV signals. And my guess is that the 6591 is done in NMOS technology while the 8591 is done in HMOS(2). This would resemble the rest if the MOS numbering scheme: 6581 is the SID in NMOS, while the 8580 is the one in HMOS(2). Some for the CPU 65xx vs 85xx, but the lower numbers don't have to match, as the 8500 has the same pinout as the 6510.
  12. Hello! I'd like to hack up my own 2600. To keep the amount of soldering to a minimum I don't want to do the same approach as Ben Heckendorn, soldering all three chips together. Instead I want to go for the 2600-SoC 6591 and alike. I could figure out quite a lot by watching a the different projects and entries in the forum. But there are still some things to figure out. First of all, there are some pins that I couldn't find a description for. These are 15, 21, 24 and 33. I'm hoping that one of these four might set the bit 3 of port B (Color/BW), which is missing in the current descriptions. Since a couple of games make use of it, and it also is used by the as a configuration switch in some of my demos. The other thing is: is there any chance to get "a couple" of these chips without scraping them from bootleg 2600s which are ~60 Euros on eBay? I tried my luck at the places, where I could find other MOS chips in the past, like the CIA 6526 or the RIOT 6532, etc. but no luck. The first milestone is to have a breadboard system that will be made of the chip, connectors for the console switches like reset, select and difficulty as well as the joysticks. The luma/chroma signal should be merged to a composite, since finding an svideo-capable screen is more difficult than a composite one. Also did anyone decapped the chip? Has MOS created a new silicone, or are those just three dies in one chip? Greetings, SvOlli
  13. Sorry, but this wouldn't work for a simple reason: time. The AVM is purely analogue, feeding the audio input directly into video output. This happens every few lines. Reading the paddle usually takes more than one frame. So while you might be able to do some visualisation of paddle input, it would definitely look totally different. Or would be faking a lot. What you could go for is a modified version of an Uno Cart 2600 and use one of the ADCs of that chip, handing the data down to a specific ROM address much like the Super Charger, only with a bitter resolution (8 bits instead of 1). But that'll be quite some work both on the STM32 as well as the VCS. And on the long run, writing a pure emulation of AVM might be easier.
  14. Hi there! I've hacked up a new demo. It was for the 512 bytes competition of Nordlicht demoparty and placed and honorable third, behind a Vectrex and an Amiga demo. The trick was to use extra RAM. I chose the CommaVid 1k of extra RAM to precalc some tables I need for displaying the effects. It will run on Harmony / Melody as well as Uno Cart 2600. Or if you prefer "more original" hardware, there is also a version for the Supercharger. But that's slightly ~10% larger then the CommaVid version. It also includes a 2k version with a small menu to select between a PAL and an NTSC version. Edit: forgot the website: https://xayax.net/the_mating_of_the_colorworms/ (also contains a stellerator-version). Have fun, SvOlli tmotcw.zip
  15. How about opening a git repo (maybe on github) for collecting all known disassemblies? The Stella group repository would work for that quite nicely. And if for legal reasons this might be too risky, a user account or another group would work also.
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